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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Augmented Reality Visual Efects for Mitigating Anxiety of In-person Communication for Individuals with Social Anxiety Disorder</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Juri Yoneyama</string-name>
          <email>yoneyama.juri.yj5@is.naist.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yuichiro Fujimoto</string-name>
          <email>yfujimoto@is.naist.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kosuke Okazaki</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Taishi Sawabe</string-name>
          <email>t.sawabe@is.naist.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Masayuki Kanbara</string-name>
          <email>kanbara@is.naist.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hirokazu Kato</string-name>
          <email>kato@is.naist.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Nara Institute of Science and Technology</institution>
          ,
          <addr-line>8916-5, Takayama-cho, Ikoma, Nara</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Nara Medical University</institution>
          ,
          <addr-line>840 Shijo-Cho, Kashihara, Nara</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Individuals with social anxiety disorder (SAD) experience heightened anxiety in in-person communication, particularly when they perceive negative evaluations from their conversation partner based on eye gaze and facial expressions. To address this issue, this study developed an augmented reality (AR) system for in-person conversations, capable of concealing the presence and masking the facial emotions of the conversation partner. An online survey was conducted using Amazon Mechanical Turk (n = 130) to examine the visual efects that individuals with SAD find anxiety-inducing during in-person conversations. 91 out of them have a tendency for SAD. For the aspect of "ease to talk", individuals with SAD achieved significantly higher scores for the visual efects involving a smiley face or anime avatar overlaid onto the conversation partner, as opposed to the remaining visual efects (p &lt; .05). Based on these findings, we developed two prototypes wherein an AR head-mounted display (HMD) overlays either a smiley face or an anime avatar onto the conversation partner during an in-person conversation. A small-scale user study was conducted to investigate participant's ability to interact with a conversation partner, using these visual efects, as well as their subjective experiences. The results were further analyzed through user interviews. The social anxiety levels of participants were measured using the Liebowitz Social Anxiety Scale. Participants with SAD exhibited a preference for communicating with an anime avatar rather than real individuals, while participants without SAD preferred real-person interactions. These findings inform future research, wherein the objective (heart rate, eye tracking, self-disclosure) and quantitative data (questionnaires) will be utilized to evaluate anxiety levels during in-person conversations.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Social anxiety disorder</kwd>
        <kwd>Augmented reality</kwd>
        <kwd>Human-computer interaction</kwd>
        <kwd>Avatar</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>resistant to change. Furthermore, barriers to seeking
treatment involve an inadequate acknowledgement of
the condition by healthcare professionals, apprehension
regarding negative evaluation by healthcare providers,
and a lack of awareness regarding the availability of
effective therapeutic treatment across various regions [3].</p>
      <p>A theoretical framework [4] describes the cognitive
processes involved in the genesis of social anxiety, and
clarifies the psychological mechanisms. Individuals with
SAD tend to engage in a cognitive distortion wherein
they incorrectly perceive others as evaluating them
negatively, despite the absence of explicit negative evaluations.
Additionally, in comparison to individuals without SAD,
individuals with SAD exhibit a heightened tendency to
selectively attend to threatening stimuli, particularly in
social contexts. Within such social situations, cues
indicative of potential negative evaluations from others,
such as eye gaze and facial expressions, serve as salient
threats. Consequently, individuals with SAD experience
heightened anxiety when subjected to gaze from others,
particularly when accompanied by neutral or negative
facial expressions (e.g., anger, fear) [5]. Notably,
individuals with SAD display a greater degree of comfort when</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <sec id="sec-2-1">
        <title>Social anxiety disorder (SAD), also known as social pho</title>
        <p>bia, is one of the most prevalent mental disorders in the
world [1]. SAD induces profound anxiety in response
to social circumstances such as face-to-face
communication and public speaking. Consequently, individuals with
SAD often encounter a heightened likelihood of lower
education, lower occupational status, and diminished
income when compared to individuals without SAD [2].</p>
        <p>Psychological and pharmacological interventions are
employed to address SAD. However, the rate of seeking
treatment is low because individuals with SAD perceive
that social anxiety is intrinsic to their personality and
of eye gaze and facial emotion as triggers for their social ofers individuals with SAD the opportunity to receive
anxiety within social settings [6]. treatment remotely without the need for in-person
coun</p>
        <p>Although communication without visual cues such as selling. Andersson [10] devised ICBT by adapting
estabtext message promotes a relative reduction in anxiety lished CBT protocols and incorporating group exposure
experienced by individuals with SAD, numerous social sessions. Participants in their study engaged in therapy
circumstances need in-person interactions, such as seek- delivered via the Internet, consisting of learning
materiing to counsel in a hospital or dealing with administrative als and exercises. These exercises prompted participants
tasks at a city hall. However, few research aims to aid to clarify their thoughts and respond to specific inquiries,
individuals with SAD for an in-person conversation. facilitating therapist evaluation of material assimilation.</p>
        <p>Augmented reality (AR) is a transformative technol- Furthermore, participants received personalized feedback
ogy that enables individuals to perceive the real world from therapists via email. CBT and ICBT are grounded in
supplemented with virtual objects. AR has brought about the theoretical understanding that anxiety in SAD derives
enhanced convenience and futuristic experiences, rang- from cognitive distortions. Their therapeutic objective
ing from visualizing virtual constructions within real- is the reconstruction of their cognition. However, an
world environments to supporting surgeons through in- alternative perspective suggests that anxiety in SAD can
formation navigation for their surgery [7]. However, the also arise from a lack of social interaction skills.
Accordadoption of AR technology to support individuals with ing to this viewpoint, individuals with SAD can mitigate
disabilities or impairments remains limited, for example, their symptoms by practising social skills. By
addressthe development of an AR system that enables individ- ing both cognitive distortions and a lack of social skills,
uals with colour blindness to perceive real-time scenes comprehensive treatment approaches can ofer a more
through a filtered image [8]. efective approach to reducing social anxiety symptoms</p>
        <p>To address this research gap, our study aims to miti- and enhancing overall social functioning [11].
gate the anxiety experienced by individuals with SAD Social skills training (SST) is a therapeutic approach
during in-person conversations. We aim to accomplish that aims at enhancing social functioning by practising
this by designing an AR system capable of modifying or social skills. It has shown efectiveness in addressing
varconcealing the eye and facial features of others, which ious mental disabilities, including SAD, schizophrenia,
have been identified as triggers for social anxiety. We and autism spectrum disorder. SST is typically conducted
aspire to provide an approach for supporting individu- by psychological specialists and involves structured
exerals with SAD to reduce their anxiety about in-person cises that incorporate real-life social interactions, such as
conversation in their daily life. making eye contact, asking open-ended questions, and
taking turns. Role-playing exercises are utilized in SST
[12]. Virtual reality (VR) has been employed in the
con2. Related works text of social skills training, specifically for individuals
with schizophrenia [13]. These interventions utilize VR
The treatment and training for SAD have traditionally to create immersive environments for practising
converbeen administered by human professionals, specifically sation skills, assertiveness, and emotional expression. By
medical specialists. These days, a number of research has engaging in simulated social interactions within a
conexplored the utilization of computer technologies such trolled virtual setting, individuals can develop their social
as the Internet and virtual reality (VR). skills in a safe and supportive environment. However,</p>
        <p>Cognitive behaviour therapy (CBT) is an established it should be noted that individuals with SAD may
pospsychological treatment employed in medical institutions sess social skills but struggle to demonstrate them due to
for SAD and has demonstrated efectiveness [ 9]. Through anxiety or negative thoughts regarding their behaviour.
structured exercises facilitated by a therapist, patients It remains unclear whether SST is essential for every
acquire coping skills and learn to modify their cogni- individual with SAD [11].
tion, problematic emotions, and behaviours. Despite In order to avoid the challenges of in-person
commuthe overall eficacy of CBT, the utilization of this treat- nication, text messages, including email and chat
appliment remains limited. This is because individuals with cations, are feasible alternatives. Pierce [6] found that
SAD perceive their condition as their personality and individuals with SAD tend to prefer text messaging over
apprehensions about negative evaluations from health- face-to-face communication. Kang et al. [14]
investicare professionals prevent them from seeking counseling. gated the disclosure patterns of individuals with SAD
Additionally, there exists a lack of information regard- in interactions with 3D avatars compared to real
indiing the availability of efective treatment in various re- viduals through video calls. They found that individuals
gions [3]. Internet-delivered self-help therapy, known with SAD were more likely to disclose themselves to
as Internet-based cognitive behaviour therapy (ICBT) 3D avatars than to conversation partners during video
holds the potential for addressing the challenges. ICBT calls. While Kang et al. focused on altering only the
appearance of the conversation partner, Ichino et al. [15]
conducted a study exploring self-disclosure by modifying
both the appearance of the subject and the conversation
partner. They compared three conditions: avatars with
high similarity to the participant in virtual reality (VR),
avatars without similarity to the participant in VR, and
unaltered video calls. The results demonstrated that
participants exhibited the highest level of self-disclosure
with avatars that lacked similarity to them in VR
compared to the other conditions. Although this research did
not specifically target individuals with SAD, it suggests
that employing visual efects and mediums such as video
or VR in face-to-face communication may potentially
encourage individuals to engage more in conversation.</p>
        <p>Building upon the limitations of existing communication
tools, a system which can support individuals with SAD
for in-person interaction is essential.
the level of anxiety they experienced in relation to the
conversation partner and the ease of communication in
each condition.</p>
        <p>The proposed AR system is designed specifically for
3. Main idea dyadic in-person conversation scenarios, where
individuals with SAD can utilize the system during an in-person
3.1. Causes of anxiety for in-person conversation. This approach is particularly relevant in
situations where the conversation partner does not
excommunication plicitly evaluate individuals with SAD negatively (e.g.
Individuals with SAD often experience heightened anxi- asking for directions, self-introductions, and engaging
ety in in-person conversation situations due to negative in small talk with strangers). The current adaptation of
interpretations. Research [5] has demonstrated that fac- AR HMDs into our daily lives is limited. However,
retors such as eye gaze and facial emotion can trigger anxi- cent advancements in technology have resulted in the
ety in individuals with SAD. Once they perceive a nega- development of smaller AR HMDs, such as the XReal Air
tive evaluation from the conversation partner, their atten- [17], which is similar to sunglasses. This indicates the
tion becomes focused on their own physiological arousal, potential that AR HMDs will blend into our daily life.
which may manifest as increased heart rate, sweating,
or blushing. This heightened self-awareness intensifies 3.3. Research aims
their anxiety and leads to avoidance behaviours.
Consequently, they feel anxiety about engaging in
conversation.</p>
      </sec>
      <sec id="sec-2-2">
        <title>This study aims to reduce the anxiety experienced by</title>
        <p>individuals with SAD when engaging in in-person
conversation by developing an AR system. As an initial
phase, we aim to investigate the types of visual efects
that can reduce anxiety levels in individuals with SAD.
Furthermore, we seek to explore their ability to
efectively communicate in situations where visual efects are
overlaid onto their conversation partner. This is because
overlaying of visual efects on conversation partners is
not a common occurrence in real-life interactions and
may elicit unfamiliar sensations or perceptions.</p>
        <sec id="sec-2-2-1">
          <title>3.2. Change the facial emotion or hide the presence of anxiety by AR</title>
          <p>This study proposes an AR approach to address the causes
of anxiety in in-person communication by manipulating
the presence and facial emotions of the conversation
partner. The method involves individuals with SAD wearing
an AR head-mounted display (AR HMD) during in-person
interactions. AR HMD rendered virtual objects onto the
conversation partner (Fig. 1). To investigate the efective- 4. Pre-survey
ness of diferent visual efects in changing or hiding the
conversation partner, an online survey was conducted us- In order to find out which specific visual efects are most
ing Amazon Mechanical Turk [16]. Considering that eye helpful in supporting ease of conversation and reducing
gaze and facial emotions are key triggers of anxiety, eight anxiety among individuals with SAD, we conducted an
visual efects were prepared. The participants of the sur- online survey via Amazon Mechanical Turk [18].
vey were presented with nine conditions, including eight
variations of visual efects and one condition without
any visual efect. The participants were asked to evaluate</p>
        </sec>
        <sec id="sec-2-2-2">
          <title>4.1. Visual efects</title>
          <p>For our study, we prepared eight diferent visual efects
that could be overlaid onto the appearance of the
conversation partner (Fig. 2). These visual efects were
specifically designed to address the sources of anxiety such as
eye gaze and facial expressions experienced by
individuals with SAD. The visual efects included: (a) Nothing
overlaid (control condition): No visual efect applied, (b)
Mosaic pattern eyes overlaid: The conversation partner’s
eyes are covered with a mosaic pattern, (c) White square
overlaid: A white square is overlaid onto the conversation
partner’s eyes, (d) Anime eyes overlaid: The
conversation partner’s eyes are overlaid with anime-style eyes, (e)
Smiley face overlaid: A smiley face is overlaid with the
conversation partner’s face, (f) Anime avatar face
overlaid: The conversation partner’s face is overlaid with an
anime-style avatar face, (g) Realistic avatar face overlaid:
The conversation partner’s face is overlaid with a realistic
avatar face, (h) Anime avatar overlaid: The entire body of
the conversation partner is overlaid with an anime-style
avatar, (i) Realistic avatar overlaid: The entire body of the
conversation partner is overlaid with a realistic avatar.
We chose a white square as one of the visual efects
because it appears nearly opaque when viewed through
devices such as Microsoft Hololens2 [19] therefore it can
efectively cover the conversation partner’s eyes. The use
of a mosaic pattern is a common method of concealing the
eyes. Additionally, research by Nowak and Raugh [20]
has shown that anthropomorphic avatars are perceived
as attractive and credible. Therefore, we incorporated
anime-style eyes, faces, and full bodies into our visual
efects options. Realistic avatars were also included as
they are more lifelike than anime-style avatars but not as
realistic as actual people. Kang et al. [14] demonstrated
that individuals with SAD were more willing to disclose
personal information to a realistic avatar compared to
actual people during video calls. However, realistic avatars
may trigger feelings of discomfort due to the possibility
of encountering the uncanny valley phenomenon [21],
where people experience unease when an avatar becomes
almost indistinguishable from a real human but still falls
short of complete realism.</p>
        </sec>
        <sec id="sec-2-2-3">
          <title>4.2. Participants</title>
          <p>We collected responses from a total of 130 participants
through Amazon Mechanical Turk. Each participant
received a compensation of $1 for completing all the survey
questions. To ensure that our analysis focused
specifically on individuals with SAD, we filtered the data using
the Liebowitz Social Anxiety Scale (LSAS) [22]. Out of
the 130 participants, 91 individuals (42 females, 49 males)
scored above the threshold for SAD on the LSAS. The age
range of these socially anxious participants was between
18 and 69 years. In terms of geographical distribution, 53
participants resided in North America, 34 in Asia, two
in South America, and one each in Europe and Africa.
Regarding the participants’ self-identified ethnic groups,
46 described themselves as White, 34 as Asian or Pacific
Islander, four as Latino or Hispanic, four as Black or
African American, one as Native American or American
Indian, and one participant chose "Other". One
participant did not provide an answer to this question.</p>
        </sec>
        <sec id="sec-2-2-4">
          <title>4.3. Questions</title>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>The survey comprised five sections. The first section is</title>
        <p>about demographic questions such as gender, age,
selfidentified ethnic groups, and place of residence. The
second section is LSAS to filter the people with SAD.
The third section is Gaze Anxiety Scale [23] to measure
the level of gaze avoidance. The fourth and fifth
sections are image evaluation and comparisons among nine
conditions. We showed nine visual efects and the
introduction "You are wearing AR glasses and try to talk
with strangers for asking for directions. In the AR
environment, you can overlay a visual efect on the stranger.
Please answer the following questions per condition (Fig.
2)". The fourth section is image evaluation. Participants
evaluated the nine visual efects individually. Using a
seven-point Likert scale (ranging from 1: strongly
disagree to 7: strongly agree), participants rated statements
such as "I feel that this person would be easy to talk to"
and "I feel the anxiety to talk to this person". The fifth
section is image comparison. Participants chose the best
visual efect from all conditions for specific questions like
"Which person do you feel is the easiest to talk to?" and
"Which person do you feel the most anxiety to talk to?"
Participants selected their preferred visual efect based
on their perception of ease or anxiety in communication.</p>
        <sec id="sec-2-3-1">
          <title>4.4. Result</title>
          <p>The statistical analysis was conducted using
nonparametric tests due to the non-normal distribution of the
data, as confirmed by the Shapiro-Wilk test. Friedman’s
test was used to determine if there were significant
diferences among the multiple related groups, and the results
indicated a significant diference among the conditions
( &lt; .05). To compare paired observations, the Wilcoxon
signed-rank test was employed, with a significance level
set at  = .05. The statistical analyses were performed
using IBM SPSS Statistics software [25].</p>
          <p>Regarding the image comparison section, the results
for the question "Which person do you feel is the easiest
to talk to?" showed that (e) was selected by more than 30
out of the 91 participants (Fig. 3). Additionally, for the
question "Which person do you feel the most anxiety to
30
)
n
(
p
i
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i
t
s
tan20
r
aP10
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d()
a()
g()
overlaid (control condition), (b) mosaic pattern eyes overlaid (c)
white square overlaid (d) anime eyes overlaid, (e) smiley face
overlaid, (f) anime avatar’s face overlaid, (g) realistic avatar’s
face overlaid, (h) anime avatar’s body overlaid, (i) realistic
avatar’s body overlaid. The image of the conversation partner
is a royalty-free image from photo AC [24].</p>
          <p>(a) (b) (c) (d) (e) (f) (g) (h) (i)</p>
          <p>Conditions
condition for "Which person do you feel easiest to talk to".
talk to?", Figure 4 indicates that (a) was selected by more
than 20 out of the 91 participants.
than the rest of the visual efects for "I feel that this
person would be easy to talk to". There is also a significant
diference between (e) and the rest of the visual efects(Fig.</p>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>5)(Table. 2). Similarly, Table. 2 shows that (f) and (h)</title>
        <p>scored significantly higher than most of the rest of the
visual efects.
(e), (f) and (h) for "I feel the anxiety to talk to this person"</p>
        <p>Conditions
condition for "Which person do you feel the anxiety to talk to
is the most?"
(a)
(b)
(c)
(d)
(f)
(g)
(h)</p>
        <p>(i)
(e)</p>
        <p>Contidions
to range from 1 to 7 for the question "I feel that this person
would be easy to talk to" in the image comparison section.
Mean values and standard deviation of "I feel easy to talk to
this person" and "I feel the anxiety to talk to this person" based
on likert scale to a range from 1 to 7.</p>
        <p>Feel easy to talk</p>
        <p>Feel anxiety to talk
 ()
4.48 (1.486)
3.95 (1.493)
3.86 (1.488)
3.79 (1.567)
5.07 (1.467)
4.37 (1.644)
3.59 (1.619)
4.57 (1.674)
3.80 (1.701)
 ()
4.15 (1.653)
4.05 (1.566)
4.02 (1.535)
4.00 (1.606)
3.58 (1.713)
3.58 (1.720)
4.27 (1.745)
3.47 (1.715)
3.98 (1.713)
avatar. Participants may have found it strange to interact
with the conversation partner whose appearance was
overlaid with visual efects, as this is not commonly
experienced in real-world interactions. The visual efects
were designed to cover the eyes, considering that
individuals with SAD tend to avoid direct gaze. However,
participants scored significantly lower for visual efects
(b), (c), and (d) in terms of feeling that the person would
be easy to talk to compared to (e). This suggests that
simply hiding the eyes of a conversation partner may not
necessarily make individuals with SAD less anxious in an
in-person conversation. Furthermore, visual efects (g)
and (i), which feature a realistic avatar only on the face,
also scored significantly lower than (e). This could be
attributed to the potential uncanny valley efect, where
discomfort arises when an avatar appears too realistic
[21].
(a)
(b)
(c)
(d)
(f)
(g)
(h)</p>
        <p>(i)
(e)</p>
        <p>Contidions</p>
        <sec id="sec-2-4-1">
          <title>4.5. Discussion</title>
          <p>The findings of the study indicate that participants tend
to feel more at ease and less anxious when interacting 5. Prototype
with a person who is smiling. This supports previous
research that suggests individuals with SAD experience 5.1. Design
anxiety related to the facial emotions of others [5].
Additionally, participants reported feeling more comfortable Our AR system is designed for supporting dyadic
intalking to a person whose full body is covered by an person conversations for individuals with SAD. This
sysanime avatar. This aligns with the notion that anthropo- tem involves individuals with SAD wearing an AR HMD
morphic avatars are perceived as attractive and credible which visual efects are rendered onto the conversation
[20]. Although the proportion of participants who chose partner(Fig. 1). Based on insights gained from a
prethe control condition is lower compared to the smiley liminary survey, we have developed a prototype that
image and full body covered by the anime avatar, it is incorporates two distinct visual efects. Fig. 7 is the
still comparable to the full body covered by the anime view through the AR HMD during the dyadic in-person</p>
        </sec>
        <sec id="sec-2-4-2">
          <title>5.2. System description</title>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>6. Pre-user study</title>
      <p>conversation without any visual efect. The first efect 6.1. Participants
involves displaying a 2D image of the conversation
partner’s smiley face, aimed at altering their facial emotion The study involved five male students from the
infor(smiley face condition)(Fig. 8). However, the static smiley mation science department (Nara Institute of Science
face image may seem incongruous when the conversa- and Technology), who voluntarily participated. All
partion partner is talking. To address this, 2D image of the ticipants were Japanese and proficient in the Japanese
conversation partner changes to an image where their language. Their ages ranged from 22 to 24 years, with
mouth appears to open when they start talking and re- a mean age of  = 22.6 and a standard deviation of
verts back to the smiley face when they stop speaking  = 0.89. To measure their levels of social anxiety, the
(Fig. 8). In the second visual efect, we employ a 3D anime Japanese version of the Liebowitz Social Anxiety Scale
avatar that matches the gender of the conversation part- (LSAS-J) [22] was administered, resulting in a mean score
ner, efectively concealing their physical presence (anime of  = 48.6 and a standard deviation of  = 21.93.
avatar condition)(Fig. 9). Its mouth movements are syn- The threshold for SAD on the LSAS-J is above 30 (Table.
chronized with the ones of the conversation partner (Fig. 4).
9). Additionally, based on the findings of Takashima et
al. [26], which highlighted the influence of avatar
blinking on subject impressions, we have also synchronized Table 4
the blink rate of the avatar to create a more natural and Age and LSAS score of participants of user study
friendly impression.</p>
      <p />
      <sec id="sec-3-1">
        <title>6.2. Procedure</title>
        <p>6.3.2. Smiley face condition
The user study began with a brief explanation of the Despite the participants’ overall inability to perceive the
task, during which participants were given the opportu- eye gaze and facial emotions of the conversation
partnity to ask any questions related to the study. Following ner, none of them expressed a preference for the smiley
this, participants completed the LSAS-J questionnaire. face condition compared to the other conditions. One
Once the questionnaire was completed, the experimental participant specifically mentioned feeling strange about
sessions commenced. Participants wore the HoloLens2 the fact that only the face of the conversation partner
device and calibrated their eye movements. They then was represented by a 2D image. This suggests that the
engaged in conversations with a conversation partner use of a smiley face overlay did not efectively meet the
who was a well-trained student from the information participants’ expectations or provide a sense of comfort.
science department (Nara Institute of Science and Tech- Furthermore, some participants reported that the smiley
nology). Although participants had some familiarity with face condition did not completely conceal the
conversathe conversation partner, they were not extensively famil- tion partner’s actual facial features. Participants without
iar with each other. The conversation partner maintained SAD or with lower social anxiety expressed a desire to
a neutral facial expression and engaged in passive, non- see the actual facial emotions of the conversation partner.
negative communication with the participants. The study They believed that observing the genuine facial
expresconsisted of three conditions: anime avatar overlaid, smi- sions would provide them with valuable cues about how
ley face overlaid, and no overlay (control condition). The the conversation partner was reacting to their
interacorder of these conditions was randomly assigned to each tions. One participant with generalized social anxiety
participant. Three topics were provided for discussion, reported feeling a sense of safety in the smiley face
conwith each topic randomly assigned to one of the condi- dition compared to the condition where nothing was
tions. The topics included thoughts about trips abroad, overlaid onto the conversation partner’s face.
high school life, and experiences at a hair salon. Upon
completion of the user study, participants were asked 6.3.3. Control condition
to answer a final questionnaire to indicate which
condition they felt easy or anxious. Additionally, they
participated in interviews to provide further insights on the
user study.</p>
        <p>Participants with SAD exhibited a preference against the
control condition. They expressed that being able to see
the face of the conversation partner induced anxiety, as
they were concerned about the partner’s thoughts and
judgments. Moreover, some participants reported
heightened anxiety due to their attention being drawn to the
eye gaze of the conversation partner. In contrast,
participants without SAD or with lower levels of SAD preferred
the control condition. They mentioned that the anime
avatar and smiley face conditions, which obscured the
facial emotion of the conversation partner, caused them
to worry about the partner’s reactions and responses.</p>
      </sec>
      <sec id="sec-3-2">
        <title>6.3. Result</title>
        <sec id="sec-3-2-1">
          <title>In the user study, based on the LSAS-J scores (Table. 4), two participants exhibited a tendency for SAD, two participants showed symptoms of generalized SAD, and one participant did not exhibit symptoms of SAD.</title>
          <p>6.3.1. Anime avatar condition
The results of the user study indicated that all participants 6.4. Discussion
reported an inability to see the eye gaze and facial
expressions of the conversation partner. Participants with We hypothesized that participants with SAD would
exSAD preferred the conditions where the conversation hibit a preference for conditions where visual overlays
partner was overlaid with an anime avatar. They found are present, as these overlays can reduce sources of
anxit more comfortable and less anxiety-inducing compared iety [5]. Consistent with our expectations, participants
to the control condition. Participants without SAD or with SAD preferred the anime avatar condition, which
efwith lower social anxiety, however, preferred the con- fectively concealed the facial emotion of the conversation
trol condition. They reported feeling more at ease and partner, compared to the control condition. This suggests
natural when communicating without the presence of that individuals with SAD are capable of engaging in
conan avatar overlay. Participants who preferred the anime versation with a conversation partner whose presence is
avatar condition expressed that they did not feel strange obscured by an anime avatar. Interestingly, despite their
or uncomfortable communicating with the avatar. They social anxiety, participants did not prefer the smiley face
reported that the experience is similar to interacting with condition. This can be attributed to the perceived
unnatvirtual characters such as Vtubers or anime characters uralness associated with the overlaid 2D image, which
with whom they were familiar. surpasses the anxiety deriving from the eye gaze and
facial emotion of the conversation partner. As for only
one participant with generalized SAD, the absence of per- online survey to investigate the specific visual efects
ceived eye gaze and facial emotions, combined with the that individuals with SAD perceive as reducing their
anxpresence of a smiling 2D image, contributed to a feeling iety. Our findings revealed that facial expressions and
of security. the visual appearance of these efects serve as cues for</p>
          <p>Conversely, participants without SAD or with lower reducing anxiety when talking with people.
Additionlevels of SAD expressed a preference for the control con- ally, we conducted a preliminary user study to explore
dition. They experienced anxiety due to the inability to how individuals with SAD engage and experience
comperceive the genuine emotions and reactions of the con- munication when an anime avatar or a 2D image of a
versation partner. These findings highlight the divergent smiley face is overlaid onto their conversation partner.
sources of anxiety experienced by individuals with SAD Qualitative research methods, including user interviews,
and those without SAD. were employed for evaluation. Participants indicated that</p>
          <p>Participants were also asked about the individuals communication with a conversation partner concealed
with whom they experienced anxiety while engaging by an anime avatar is possible. Facial expressions of the
in conversation and the underlying reasons for their anx- conversation partner play a significant role in
influenciety. All participants reported feeling anxiety when talk- ing the anxiety levels of individuals with SAD, however,
ing with individuals in positions of high authority, such the smiley face condition did not yield positive outcomes.
as professors, bosses, or seniors. The reason cited for Therefore, further improvements are required in our
futhis anxiety was the concern of being negatively evalu- ture work. Additionally, the study identified contrasting
ated by them. Participants expressed worries that their experiences between individuals with SAD and those
knowledge would be deemed insuficient, that they might without SAD, which presents an intriguing finding
dediscuss topics inaccurately, or that their conversations serving of further exploration.
would be perceived as a waste of time by individuals in This study is subject to certain limitations. Firstly, the
positions of high authority. Furthermore, some partici- sample size is small and we did not incorporate
quantipants mentioned that their anxiety levels were mitigated tative data, such as biological indicators such as heart
when individuals in positions of high authority exhibited rate and eye movement, and subjective questionnaires
friendly and casual behaviour. These findings align with such as assessments of anxiety pertaining to verbal
comthe social phobia model proposed by Rapee and Heim- munication, in our evaluation. Secondly, participants
berg [4], which assumes that individuals with SAD hold were not encountering their conversation partners for
a strong belief that they are being negatively evaluated the first time, which may have resulted in lower levels of
by others, even in the absence of explicit evaluation. The anxiety during the conversation. Furthermore, the user
anime avatar is lacking any cues suggesting high author- study was exclusively conducted with male students, and
ity. Consequently, participants may not perceive inter- the sample size was inadequate. We intend to
incorpoacting with individuals in the position of high authority, rate quantitative measurements to assess anxiety levels
therefore our system may support them. Conversely, in during interactions with strangers.
the smiley face condition, participants may still recognize In conclusion, the outcomes of this study bear
signifthe conversation partner as a high-authority individual. icant implications for the design of technological
interFuture investigations should consider the potential influ- ventions for SAD and the enhancement of individuals’
ence of vocal cues on participants’ anxiety levels when quality of life. For instance, individuals with SAD can
talking with high-authority individuals. actively engage in education and broaden their career</p>
          <p>Several individuals experiencing social anxiety have prospects.
reported feelings of apprehension when engaging in
conversations with unfamiliar individuals and those of the
opposite gender. We employed an anime avatar charac- 8. Acknowledgments
terized by a gender matching that of the conversation
partner. While disparities in vocal expression persist,
our AR system holds promise in reducing conversational
anxiety when the anime avatar’s gender aligns with that
of the user employing our AR system.</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>This work was funded by JST CREST Grant Number</title>
          <p>JPMJCR19A, Japan.</p>
          <p>We would like to acknowledge the guidance provided
by Senior Lecturer Mitsuhiro Uratani from Nara Medical
Universiy, Assistant Professor Hiroki Tanaka and
Professor Satoshi Nakamura from Nara Institute of Science and
Technology.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>7. Conclusion and future works</title>
      <sec id="sec-4-1">
        <title>This study aimed to develop an AR system with the purpose of assisting individuals with SAD in mitigating anxiety during in-person communication. We conducted an</title>
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